Tags for this mod

About this mod

A Terror Bird stands as tall as a Giant or higher, and is a highly aggressive carnivore avian. They hunt animals in small flocks, and, unable to fly, they have evolved to sprint in pursuit of prey, because that, Terror Birds have long legs and powerful hooked beaks designed to tear flesh and crush bone.

Requirements

DLC requirements

DLC name

Dawnguard

Hearthfire

Dragonborn

Permissions and credits

Credits and distribution permission

Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources

Upload permissionYou are not allowed to upload this file to other sites under any circumstances

Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator

Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances

Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me

Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms

Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets

Author notes

THIS MOD IS OPEN SOURCE TO THE COMMUNITY, IF YOU FOLLOW THE RULES BELLOW:

-You can use the models, textures, special effects, sounds and scripts, and general .esp settings contained in this mod, in your own authoral mods, as long as you put a link in your mod page to this mod page. This will automatically create a link where the users of your mod will be able to see the credit section in this page showing the authors that worked in the assets you are using;

-In respect to the immersion of the players, what is my main modding philosophy alongisde the ideal of make all my assets open source, you are not allowed to change drastically the lore (official or created by me in an immersive way) in The Elder Scrolls universe for the assets you are using. This means that you are not allowed to create completely different lores for a creature i released, changing its nature, species name, attacks, animations, basic loot, spiritual alignment, and specially origin. This is not only a rule, but an adivising of good sense to you, since users do not like to have in their gameplays mods that cause immersion conflicts between themselves. Obviously you can give an unique name to a creature of mine, and a special unique origin to it, but still respecting the origin and concept of the species, for example.You are not allowed to pick my Wampa assets and call him Weregoat for example, or Abominable Snowman, but you can use them in your mod lore as, for example, the beast of Coldwind Catacombs, that would be the name the people in the region gave to the beast, but it's still a Wampa.This makes my mods and your mods compatible in immersion to the users of this site;

- I give permission for users to modify my file, including releasing bug fixes or improving on the features my file adds to the game, and to upload it as a separate file. But if it's just that, and not an authoral mod of yours, please put this original mod as requirement of yours. This includes simple .esp fixes, retextures, "more spawn points", etc.;

- If you're doing an authoral mod, for example, a mod using one of my beasts as mount or follower, or creating a dungeon or land where you will put them, you don't need to put my mods as requirements, you can add the assets of my mods you're using directly on your mod folder, just giving credit to the mods you are using;

- You are not allowed to sell mods that use my assets, but you can receive donation points for mods where you are using my assets, because this continues to be non-profit;

- You are not allowed to upload this mod in other sites besides Nexus. My mods are allways Nexus exclusive and will never be seen outside Nexus in a legal way. (I'm writing this new PERMISSION TAB in February 2019, so, mods hosted outside Nexus before this date will not be taken down and i will not ask them to be removed, i just don't allow more uploads since this date, because i can't support this uploads with the necessary actualizations);

- An exception is Bethesda.net. I allow ports of my mods into XBOX ONE, since would be unfair to forbid the Xbox players to enjoy my stuff. I don't own a Xbox-One, so i can't do the ports myself, and I don't have, at least for now, an "official porter". I just ask the "porters" to maintain the mods actualized, allways make a very clear statement that Mihail is not involved in the port and not support the file to Xbox, and that you are responsible for maintain the mod actualized and for the bug fixing of issues caused by the port. (I'm writing this new PERMISSION TAB in February 2019, so, i will not ask to the removal of previous ported mods of mine to XBOX, most of them with previous old versions of the mods, but i ask please for more commitment in the new ports, in respect for the users on Xbox-One);

- My assets are made Skyrim exclusive (for various reasons), please don't use them in other games, without asking me first;

- Despite my mods being Nexus exclusive, my assets can be used in Skyrim mods hosted outside nexus, such as Loverslab, ModDB, and others. Just give a link to the original mod;

- Ports of my mods made for Legendary Edition to Special Edition by other users are no more allowed, because i've saw they are having lots of bugs, bad conversions, conflicts, and other things that i can't give proper support since i'm not the author of that ports. The same is applied for merges there. I respect the good intentions of the users who made them, but allways wait for me to make the official ports. No matter if this takes time or not, I'm the author, so, i'm precisely who knows if they must be or not ported to there already, of if they need to receive updates or fixes first. (I'm writing this new PERMISSION TAB in February 2019, so, mods of mine ported from LE into SE by other users before this date will not be taken down and i will not ask them to be removed, i just don't allow more ports since this date, because i can't support this uploads with the necessary actualizations);

- For the same reasons said above, I no more allow users to release Merged Packs of my stuff in LE and SE. As I've said before, as the author of them, i have good reasons to don't release packs yet. And if you are worried about .esp plugins limit, download TESEdit 5, install the Merge Plugins script to it, and to the merge yourself for personal usage. There are plenty of tutorials for that on the internet, i do it myself all the time, there is nothing hard on that. Don't use the Merge Plugins program, use the Merge Plugins script for the program TESEdit, that i allways use and can confirm that works fine and without bugs. (I'm writing this new PERMISSION TAB in February 2019, so, mods of mine merged into packs from LE and SE by other users before this date will not be taken down and i will not ask them to be removed, i just don't allow more merges since this date, because i can't support this uploads with the necessary actualizations);

- I don't allow my creatures to be added to mixed creature packs mods, containing creatures from other authors, popular or not, because the same reason said above, and because i'm working in my own standalone creature pack/bestiary;

- I don't allow my creatures to be added to mods that add creatures to the game in a completely not-lorefriendly way, just creating immense amounts of spawn points that breaks completely the immersion for the players. (I'm writing this new PERMISSION TAB in February 2019, so, mods of mine in this kind of mod from LE and SE before this date will not be taken down and i will not ask them to be removed, i just don't allow more of this since this date, because this goes against my modding philosophy);

- I don't support translations of my mods, including the ones linked on my original mod pages, so, please, if you are translating my mods, first, I thank you a lot, and second, please maintain it actualized, third, allways put the original mod as requirement. And if you'are searching for a translation of a mod of mine to your language, check first if the version of it is actualized, and the same version of my original mod.

Donation Points system

Version 3.2

tweaks on sounds

Version 3.1

changes on aggression radius, factions behaviour and AI to match better in immersion with my other additions

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(your videos and screenshots would be very welcome)

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Racing across the plains of Skyrim, there are strange feathery shapes, taller than a man. They peck and kick their prey to death with hooked beaks mounted on heads as big as that of a horse’s. These are the terror birds, the dominant predator of the tundra.

A Terror Bird stands as tall as a Giant or higher, and is a highly aggressive carnivore. Extremely dangerous, they hunt prey in small flocks, and having evolved to sprint in pursuit of small prey, Terror Birds have long legs and powerful hooked beaks designed to tear flesh and crush bone. They have traded the power of flight for this, having only vestigial wings, generally used for balance in high-speed chases in the Tundra.

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- A NEW CREATURE- Terror Birds

- more creatures and immersion on your gameplay,specially on the tundra's megafauna thing

- now tundra is much less empty

- they have custom sounds, attacks and behaviour

- new loot- terror birds meat and feathers

- more danger to your walks on the tundra

- they act as apex predators, so you will see them hunting preys, but also predators, like sabre cats, skeevers and wolves, sometimes they will engange fights with the giants, that allways have some death ones close to their campfires, ready to be cooked